This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
float size;
} daliashdr_t;
-#define MAXALIASVERTS 4096
-#define MAXALIASFRAMES 1024
-#define MAXALIASTRIS 4096
-
/*
========================================================================
// renamed a things to avoid conflicts
#define MD2ALIAS_VERSION 8
-
-#define MD2MAX_TRIANGLES 4096
-#define MD2MAX_VERTS 4096
-#define MD2MAX_FRAMES 1024
-#define MD2MAX_SKINNAME 64
-// sanity checking size
-#define MD2MAX_SIZE (16777216)
+#define MD2_SKINNAME 64
typedef struct
{
short t;
} md2stvert_t;
-typedef struct
+typedef struct
{
short index_xyz[3];
short index_st[3];
int ofs_end; // end of file
} md2_t;
-// LordHavoc: Q1 and Q2 models are converted to the same internal format
-#define ALIASTYPE_MDLMD2 1
-#define ALIASTYPE_ZYM 2
-
-extern void Mod_LoadAliasModel (struct model_s *mod, void *buffer);
-extern void Mod_LoadQ2AliasModel (struct model_s *mod, void *buffer);
+extern void Mod_IDP0_Load(struct model_s *mod, void *buffer);
+extern void Mod_IDP2_Load(struct model_s *mod, void *buffer);
+extern void Mod_IDP3_Load(struct model_s *mod, void *buffer);
extern void Mod_AliasInit(void);
}
md3modelheader_t;
-// LordHavoc: all quake series 'alias' models (mdl, md2, md3) are converted to this vertex format
-typedef struct aliasvertex_s
+typedef struct aliasvertexboneweight_s
{
- // location
+ unsigned int vertexindex;
+ unsigned int boneindex;
float origin[3];
- // surface normal
- float normal[3];
- // S texture vector
- float svector[3];
-}
-aliasvertex_t;
-
-// this layer is fog
-#define ALIASLAYER_FOG 1
-// alpha blending
-#define ALIASLAYER_ALPHA 2
-// additive blending
-#define ALIASLAYER_ADD 4
-// apply diffuse lighting
-#define ALIASLAYER_DIFFUSE 8
-// apply specular lighting
-#define ALIASLAYER_SPECULAR 16
-// tint with pants color
-#define ALIASLAYER_COLORMAP_DIFFUSE_PANTS 32
-// tint with shirt color
-#define ALIASLAYER_COLORMAP_DIFFUSE_SHIRT 64
-// don't draw this layer if colormap is used
-#define ALIASLAYER_COLORMAP_NODRAW 128
-// only draw this layer if colormap is used
-#define ALIASLAYER_COLORMAP_DRAW 256
-// don't draw this layer for realtime lighting passes
-#define ALIASLAYER_REALTIME_NODRAW 512
-// only draw this layer for realtime lighting passes
-#define ALIASLAYER_REALTIME_DRAW 1024
-
-typedef struct aliaslayer_s
-{
- int flags;
- rtexture_t *texture;
- rtexture_t *nmap;
+ float weight;
}
-aliaslayer_t;
-
-// indicates this skin is transparent
-#define ALIASSKIN_TRANSPARENT 1
-
-typedef struct aliasskin_s
-{
- int flags;
- int num_layers;
- aliaslayer_t *data_layers;
-}
-aliasskin_t;
+aliasvertexboneweight_t;
typedef struct aliasmesh_s
{
+ // skins to choose from (indexed by entity skin)
int num_skins;
+ texture_t *data_skins;
+
+ // triangles comprising the mesh
int num_triangles;
- int num_frames;
+ int *data_element3i;
+ int *data_neighbor3i;
+
+ // skin texcoords do not change
int num_vertices;
- aliasskin_t *data_skins;
- int *data_elements;
- int *data_neighbors;
- float *data_texcoords;
- aliasvertex_t *data_vertices;
+ float *data_texcoord2f;
+
+ // morph blending, these are zero if model is skeletal
+ int num_morphframes;
+ float *data_morphvertex3f;
+
+ // base frame (frame zero typically)
+ // since most models do not animate, caching the base frame helps
+ float *data_basevertex3f;
+ float *data_basesvector3f;
+ float *data_basetvector3f;
+ float *data_basenormal3f;
+
+ // skeletal blending, these are zero if model is morph
+ int num_vertexboneweights;
+ aliasvertexboneweight_t *data_vertexboneweights;
}
aliasmesh_t;
+typedef struct aliastag_s
+{
+ char name[MD3NAME];
+ matrix4x4_t matrix;
+}
+aliastag_t;
+
+typedef struct aliasbone_s
+{
+ char name[MD3NAME];
+ int flags;
+ int parent; // -1 for no parent
+}
+aliasbone_t;
+
+struct frameblend_s;
+void Mod_Alias_GetMesh_Vertex3f(const struct model_s *model, const struct frameblend_s *frameblend, const struct aliasmesh_s *mesh, float *out3f);
+int Mod_Alias_GetTagMatrix(const struct model_s *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
+int Mod_Alias_GetTagIndexForName(const struct model_s *model, unsigned int skin, const char *tagname);
+
#endif